Artemis Reigns

Step into the boots of Vera, a world-renowned botanist, as she pierces her way through an ever-evolving landscape, fighting plants and animals the world thought extinct. Can Vera find the root of the corruption before her world is destroyed? Can she find the balance between nature and nurture?

What I worked on:

Enemy Navigation

As our map is generated dynamically I needed to find an alternate solution for enemy navigation. I decided to make a node-based system that allowed for easily creating a navigation network once the map once finished generating.

Modular Actor Systems

All actors use the same code to move, but use different controllers to decide how. All health and status effects are handled by specific components. I wanted to take this classic modular approach because I knew we might end up with a decent variety of enemies and by making everything modular I ensured that I would not have to fix the same issue in every enemy later on.

Two Unique Bosses

For this project I created the logic behind two unique bosses. One being a large tree did very few attacks directly, instead it’s attack set was comprised of missile like projectiles, rolling roots. The final attack, spike that emerged from the ground, the player could attack to do damage to the boss itself. For the second boss, a bear, the attack were more direct. The bears attack set consisted of biting, slamming the ground, throwing rocks, and charging at the player. As the player can’t directly damage the bear, the player would need to provoke the bear to slam attack near the pillars in the arena causing a small collapse of debris that would damage the bear.

Settings Menu

Even with the limited time we had we wanted to have a settings menu available so I created one with as many possible settings that could realistically be setup in between all of the other features.

Save System

We also wanted to have the ability for the player to leave and come back without loosing progress. For this I created a save system that tracks level and weapon progress.

Other Stuff:

Extra tools:

  • While our artists were pumping out plenty of props for us to use within the game, they did not have the time to ensure everything had proper LODs. So I created a tool that would allow for easily creating prefabs of LOD groups(for easily handling culling) for items that did not have any LODs already. I also made a version of this tool that would create a LOD group out of multiple prefabs/meshes as our buildings were primarily built in-engine, and we still needed an easy way to quickly set up LODs on them as well.

  • Once our game got to be over the 1GB upload limit for Itch.io’s website we needed to use the butler system. To make this easier I set up a script that could be used to automatically perform a push to itch via the Unity editor.

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The Ordering Trail

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Random Map Generation